Mythic Monster Feats
Table of Contents

Most of the following mythic feats apply specifically to monsters, although some player characters might qualify for them. Some of these mythic feats are mythic versions of existing feats from the Pathfinder Roleplaying Game Bestiary, Tome of Horrors Complete, or other resources, while others are standalone mythic feats designed to enhance the abilities of mythic monsters. When creating mythic monsters, these feats can be applied to give the monster a unique change of pace or to provide it with unexpected abilities, and they can be freely exchanged with existing mythic feats pre-selected for the monsters in this section should you wish to tailor your mythic monsters in that way.


Ability Focus (Mythic)

One of this creature’s special abilities is extraordinarily powerful.

Prerequisite: Ability Focus.

Benefit: Choose a special ability for which the creature already has Ability Focus. The bonus to save DCs provided by Ability Focus for the creature’s chosen special ability increases by 2. Additionally, the creature can expend one use of mythic power as part of using its chosen special ability to force the targets of the special ability to roll their saves twice, taking the lower result.

Special: If the creature has taken non-mythic Ability Focus multiple times, it must choose which of those feats this enhances. A creature can take this feat multiple times. The effects do not stack. Each time the creature takes this feat, it applies to a different non-mythic Ability Focus feat.

Amphibious Adaptation

You can survive out of water far longer than your aquatic kin.

Prerequisite: Aquatic subtype.

Benefit: You can survive out of water for a number of hours equal to your Consitution score before you risk suffocation. If you already have the ability to survive out of water for a limited amount of time before suffocating or suffering other ill effects, that amount of time is doubled.

If you do not possess a land speed, you gain a land speed of 5 feet. If you possess a land speed that is less than 20 feet, your speed on land increases by 5 feet.

Mythic: You gain the amphibious special quality and your land speed increases to 10 feet (or by 10 feet, if you already have a land speed that is less than 30 feet).

Antimagic Aura (Combat, Mythic)

All manner of magic slides off you.

Prerequisite: Construct type, immunity to magic.

Benefit: As long as you have at least 1 use of mythic power left, you are immune to magical effects created by any creature other than your creator. This immunity functions like antimagic field but affects only your body and does not extend beyond it. Your antimagic field does not impede the use of magic by others or cause summoned creatures to wink out, but it does allow you to walk unimpeded and unharmed through magical barriers that are subject to antimagic field and to ignore magical effects even if they do not allow spell resistance. Your antimagic field does not interfere with your own supernatural abilities.

If your immunity to magic contains specific exceptions (such as stone to flesh used against a stone golem), or if you are targeted with an effect that specifically affects constructs and ignores spell resistance, mythic effects of those types bypass your antimagic field but non-mythic effects of those types are ignored.

Arms of the Deep (Mythic)

Your lashing strikes reach up from the water to strike from all directions.

Prerequisite: Large or larger size, two or more natural weapons, swim speed.

Benefit: While you are in the water, you gain the benefit of flanking whenever an ally threatens an enemy that is threatened by you. In addition, if you attack the same creature with two or more natural weapons, you provide the benefits of flanking to yourself against that target for each attack after the first.

Ascendant Spell-like Ability (Mythic)

One of your spell-like abilities ripples with mythic power.

Prerequisite: Spell-like ability at CL 12th or higher.

Benefit: Choose one of your spell-like abilities, subject to the restrictions described in this feat. You can duplicate the mythic version of that spell in place of the standard version of the spell three times per day (or less, if the ability is normally usable only once or twice per day). You may not use the augmented version of a mythic spell with this feat. Using this feat does not require the expenditure of mythic power. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 5, as described below.
Spell Level Minimum Caster Level
0-level 10th
1st 12th
2nd 14th
3rd 16th
4th 18th
5th 20th

When you have expended your daily uses of this feat, you may choose to spend two uses of your mythic power as a free action to gain an additional use of the feat. In addition, by expending three daily uses of this feat, you may use the mythic version of a different spell-like ability you possess. This spell-like ability must be one whose spell level does not exceed your one-half your caster level (rounding down) -5.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Awesome Blow (Mythic)

This creature’s powerful blows can launch opponents into the air and render them senseless.

Prerequisites: Str 29, Awesome Blow, Power Attack, Improved Bull Rush, size Large or larger.

Benefit: If the creature’s Awesome Blow combat maneuver succeeds against a corporeal opponent of its size or smaller, its opponent takes damage (typically slam damage) plus twice the creature’s Strength modifier, is knocked flying 20 feet in a direction of the attacking creature’s choice, and falls prone.

Additionally, the opponent must succeed on a Fortitude save (DC 10 + 1/2 attacking creature’s HD + attacking creature’s Strength modifier) or they are rendered stunned for 1 round. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 2d6 points of damage, the opponent is knocked prone in a space adjacent to the obstacle, and must succeed on a Fortitude save (same DC as above) or be stunned for 1 round. Finally, the attacking creature can expend one use of mythic power as a swift action to extend the duration of the stunned effect an additional round.

Awesome Throw (Combat, Mythic)

Your hurled boulders knock your enemies off their feet.

Prerequisite: Awesome Blow, rock throwing special attack.

Benefit: When you hit with your rock throwing ability, in addition to dealing damage you can perform an awesome blow combat maneuver against the target with a -4 penalty. The penalty is increased by 2 for each full range increment between you and the target. If you have the Hulking Hurler feat and use the Power Attack feat in conjunction with rock throwing, the attack roll penalty from Power Attack does not apply to your awesome blow combat maneuver check when using this feat.

If you expend one use of your mythic power, you can substitute the above awesome blow combat maneuver check in place of an attack roll. If the combat maneuver check succeeds, the target takes damage as normal for your rock throwing attack in addition to being affected by the awesome blow.

Breaching Leap (Mythic)

You can hurl your body out of the water up and over obstacles and creatures, and even crash down on those below.

Prerequisite: Str 13, swim speed.

Benefit: While swimming, you are always considered to have a running start when using Acrobatics to jump, and you gain a bonus on such checks equal to your mythic rank or tier. In addition, when making using the run or withdraw action or making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per rank or tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If you charge while using this feat and your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it down to the water with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Breath Manipulation (Mythic)

You have fine control over the power and frequency of your breath weapon.

Prerequisite: Breath weapon special attack.

Benefit: If you have used your breath weapon at least once during an encounter, you can alter the power and effect of your breath weapon by adjusting the amount of time required to elapse before you can use your breath weapon again. If you extend the amount of time before your next breath, you can increase the save DC by 1 for every round you add to that interval, up to a maximum increase equal to one-half your mythic rank. Alternatively, you can shorten the amount of time required until your next breath by decreasing the save DC by 2 for every round you deduct from the required interval, to a minimum of 0.

In addition, you can increase any variable numeric effects of your next breath by 50% by doubling the interval that must elapse until you breathe again, or you can maximize the all variable numeric effects of your next breath by tripling the interval that must elapse until you breathe again. This doubling or tripling increases the base interval that must elapse in between breaths; any additional modifications you make to that interval, such as by altering the save DC of your breath weapon, are applied afterwards.

If the interval in between uses of your breath weapon is randomly determined, you must decide whether to use this feat before dice are rolled. If you expend one use of your mythic power when using this feat, you can roll twice and select the better result.

Carry Off (Combat, Mythic)

Creatures in your clutches are liable to be carried off to their doom.

Prerequisite: Snatch or grab special attack.

Benefit: Add your mythic tier on any grapple checks you make to move with a creature you have grappled. In addition, if your grapple check exceeds the target’s CMD by 10 or more you can move your full speed rather than at half speed when moving with a grappled creature and you are not considered grappled until the beginning of your next turn even while maintaining the grapple. If you expend one use of your mythic power when making a grapple check to move with a creature you have grappled, you may roll twice and take the better result.

Cetacean Smash (Mythic)

You can hurl your body with devastating force, leaping out of the water and crashing down on your enemies.

Prerequisite: Large or larger size, swim speed.

Benefit: While swimming, you are always considered to have a running start when using Acrobatics to jump, and you can use your Strength modifier in place of your Dexterity modifier on such checks. In addition, you can use this feat to hurl your body out of the water to land on foes three or more sizes smaller as a standard action, using your whole body to crush them. This attack affects as many creatures as fit within your space, dealing damage based on your size plus 1-1/2 times your Strength modifier. When attacking objects or structures, you ignore an amount of their hardness equal to your mythic rank or tier.
Size Damage
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

If at least half your body lands out of the water when making a cetacean smash, you fall prone. However, creatures damaged by your leap are pinned under you unless they succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + your Strength modifier).

Pinned creatures take bludgeoning damage each round they end their turn still pinned. You must make a combat maneuver check on your turn to maintain the pin, though you do not take a penalty on this check for being prone.

If you land on creatures in the water, they are not pinned but instead are staggered for 1 round and pushed 1d6 x 5 feet below the water’s surface. If they strike a solid obstruction while being pushed in this way, they take 1d6 points of damage per 10 feet they were pushed.

If you expend one use of your mythic power, you can affect creatures two sizes smaller with your cetacean smash. If you expend two uses, you can affect creatures one size smaller.

Coruscating Breath (Mythic)

Your breath erupts with a flare of coruscating radiance.

Prerequisite: Con 19, breath weapon special attack.

Benefit: Creatures that fail their saving throw against your breath weapon are blinded for 1 round and dazzled for a number of rounds equal to your age category (or 1d4 rounds, if you are not a dragon). If you expend one use of your mythic power as a free action when using your breath weapon, creatures that fail their saves are blinded for a number of rounds equal to your mythic rank if they are mythic creatures; non-mythic creatures are blinded permanently. Creatures succeeding on their saving throws are dazzled for a number of rounds equal to your mythic rank if they are mythic, or a number of minutes equal to your mythic rank for non-mythic creatures.

Craft Construct (Item Creation, Mythic)

You are a master craftsman of animate constructs of surpassing magnificence.

Prerequisite: Caster level 5th, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item.

Benefit: You add your mythic rank or tier on skill checks related to crafting a construct. In addition, you can create constructs at a much faster rate than normal. Each day of labor on a construct enables you to craft up to 1,000 gp times your mythic tier of a construct’s base price, up to a maximum of 10,000 gp of its price per day at 10th mythic tier.

In addition, you can craft mythic constructs, including both constructs with the mythic subtype as well as constructs with one or more mythic simple templates applied. When adding a mythic simple template, use the normal construction rules; however, the cost of the construct is increased by 50% times its mythic tier, and any skill check DCs for its construction are increased by an amount equal to 5 plus the creature’s mythic rank.

For constructs with the mythic subtype, use the listed construction rules if they are provided; if they are not provided, adjust the construct’s price and associated DCs as described above. Crafting a mythic construct requires the expenditure of a number of uses of mythic power equal to the construct’s mythic rank each day of construction.

At the GM’s option, you can use this feat to create a sentient construct. Crafting a sentient construct increases the construct’s cost by 100% and increases the DC of all associated skill check DCs by 5; these adjustments stack with those for creating a mythic construct as described above if you also make a construct mythic.

A sentient construct gains an Intelligence score equal to 3d6 Intelligence, increases its Charisma score by 1d3 Charisma, and gains 2 racial Hit Dice. It can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus (if any). You cannot use this feat to grant sentience to a construct that already has an Intelligence score greater than 2. A sentient construct loses its immunity to mind-affecting effects and to Intelligence, Wisdom, and Charisma ability damage, drain, and penalties.A sentient construct is no longer under your control, though its initial attitude towards you is friendly.

You can add mythic simple templates or sentience to an existing construct. Deduct the construct’s normal base cost from its final adjusted cost to determine the cost of adding these enhancements to the construct.

Crippling Grip (Combat, Mythic)

Your crushing limbs and jaws maim and mutilate your prey.

Prerequisite: Savage Grip, grab special attack, size Large or larger, base attack bonus +11.

Benefit: When you roll a natural 19 or 20 on any combat maneuver check to deal damage when grappling with a natural weapon, you deal double damage if the grapple check is successful, and you gain a bonus equal to your mythic rank or tier on combat maneuver checks to maintain your grapple. In addition, you may select one critical feat for which you qualify as a bonus feat (or the mythic version of a critical feat you already possess).

When you roll a 19 or 20 on a combat maneuver check to grapple, or if you expend one use of your mythic power after making a successful grapple check, you may apply the effects of this critical feat to the target of your grapple. You may apply the results of only one critical feat to the target.

Crooked Charge (Combat, Mythic)

Your agility in making charge attacks is unparalleled.

Prerequisites: Powerful charge special attack or Mounted Combat feat.

Benefit: When you use the charge action, the line of your charge need not be in a straight line. Instead, you may take a single 90-degree turn or two 45-degree diagonal turns during your charge. In addition, even if you do not make an actual turn in the path of your charge, your zigzag movement grants you a +2 dodge bonus to your Armor Class against attacks of opportunity provoked by your movement. If an attack of opportunity made against you during your charge involves a Reflex save, you gain a +2 bonus on that Reflex save. If you expend one use of your mythic power as part of your charge, you can make as many turns as you wish, and your bonus to AC and saves described above increases by an amount equal to one-half your mythic rank or tier (minimum increase of 1).

Devastating Breath (Mythic)

Your breath unleashes an irresistible holocaust of destruction.

Prerequisite: Con 19, breath weapon special attack.

Benefit: Your breath weapon ignores the energy resistance of non-mythic creatures and the hardness of non-mythic objects. Non-mythic creatures with immunity to the energy type of your breath weapon take half damage, save that creatures with the cold subtype or fire subtype take no damage from breath weapons of that energy type. You are always immune to your own breath weapon. A creature that has vulnerability against the energy type of your breath weapon takes double damage instead of 150% normal damage.

If you expend one use of your mythic power as a free action when using your breath weapon, you also affect mythic creatures as described above, and your breath weapon bypasses the energy immunity of non-mythic creatures (except creatures with the cold and fire subtypes against cold or fire damage, respectively).

Devastating Flyby (Mythic)

The force of your devastating aerial attack tosses your opponents about like rag-dolls.

Prerequisite: Str 19+, Flyby Attack, Power Attack.

Benefit: When you hit with a melee attack as part of a Flyby Attack, you deal bonus damage equal to your mythic rank or tier with that attack. In addition, as a swift action you can make a combat maneuver check to drag, reposition, or trip that opponent, with a bonus equal to your mythic rank or tier. This maneuver does not provoke an attack of opportunity. Additionally, if you threaten a critical hit as part of a melee attack made using this feat, you can expend one use of mythic power as a swift action to automatically confirm the critical.

Devastating Grip (Combat, Mythic)

Your grinding power can tear your victims apart.

Prerequisite: Crippling Grip, Savage Grip, grab special attack, size Large or larger, base attack bonus +13.

Benefit: When you roll a natural 18-20 on any combat maneuver check to deal damage when grappling with a natural weapon, you deal double damage if the grapple check is successful, and you gain a bonus equal to your mythic rank or tier on combat maneuver checks to maintain your grapple. In addition, you may select one critical feat for which you qualify as a bonus feat (or the mythic version of a critical feat you already possess). When you roll an 18-20 on a combat maneuver check to grapple, or if you expend one use of your mythic power after making a successful grapple check, you may apply the effects of any two critical feats you possess to the target of your grapple.

Dragonfear (Mythic)

Your draconic majesty inspires terror in all that behold your wrath.

Prerequisite: Dragon subtype, frightful presence special quality.

Benefit: Add your mythic rank to the number of rounds that creatures are affected by your frightful presence on a failed save. In addition, creatures that fail their save against your frightful presence are panicked on a failed save if their Hit Dice are less than or equal to 4 plus your mythic rank. Creatures with this number of Hit Dice or fewer are shaken for a number of rounds equal to your mythic rank even on a successful save if they are non-mythic creatures; mythic creatures are shaken for a single round.

Normal: Creatures with 4 Hit Dice or fewer are panicked on a failed save. Creatures that save against your frightful presence are unaffected.

Eel Strike (Combat)

You can strike swiftly and retreat beyond your enemy’s reach.

Prerequisite: Dex 13, swim speed.

Benefit: While swimming, if you use the withdraw action you can take a single melee attack as a swift action before you begin your movement.

Mythic: When using this feat, you can take a single missile or ranged attack at any point during your withdraw action, and you are able to complete your movement even after making that attack (rather than making the attack before you move). This attack is a free action rather than a swift action.

Empower Spell-like Ability (Mythic)

One of your spell-like abilities erupts with raw magical energy.

Prerequisite: Empower Spell-like Ability, 3rd mythic rank or tier

Benefit: If the spell-like ability you have chosen to empower can be used more than three times per day, you can use this feat an additional number of times per day equal to one-half your mythic rank (minimum 1). When you have expended your daily uses of this feat, you may choose to spend two uses of your mythic power as a free action to gain an additional use of the feat.

In addition, by expending two daily uses of this feat, you may empower a different spell-like ability you possess. This spell-like ability must be one whose spell level does not exceed one-half your caster level (round down) -2. If you cannot use an empowered spell-like ability at least twice per day, you cannot use this ability.

Fast Swimmer

Your have exceptional speed in the water.

Prerequisite: Swim speed.

Benefit: Your swim speed increases by 10 feet.

Mythic: Your swim speed increases by 20 feet. This stacks with the increase gained from the non-mythic Fast Swimmer feat.

In addition, if you expend one use of your mythic power as a swift action, your swim speed is doubled when using the charge, withdraw, or run action for a number of rounds equal to your mythic rank or tier. Apply this doubling before applying the normal multiplier to your speed. This is an exception to the normal rule for stacking multipliers.

Feel Footfall (Mythic)

You are exceptionally sensitive to movement of creatures on the ground.

Prerequisite: Tremorsense.

Benefit: When creatures move along the ground or along a wall within range of your tremorsense, you can more precisely determine their location and the direction of their movement even if you do not have line of sight. You treat creatures with total concealment as if they had concealment, you treat creatures with concealment as though you could see them normally. This allows you to make attacks of opportunity against creatures with concealment from you, as long as they are moving, and allows you to ignore figments. You can pinpoint the square of creatures that are not moving, but they gain the normal benefits of concealment or total concealment against you. If you expend one use of your mythic tier, you treat moving creatures with total concealment within range of your tremorsense as though you could see them normally, ignoring figments, as described above.

Final Embrace (Combat, Mythic)

Your crushing coils are deadly snares for your enemies.

Prerequisite: Str 13, Int 3; Final Embrace; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

Benefit: Add one-half your mythic rank or tier (minimum +1) to the damage you deal with your constrict special attack and to the DC of Escape Artist checks to escape your grapple or to your CMD for the purpose of a grappled creature trying to escape from your grapple. In addition, you can grab and constrict opponents up to one size category larger than you with your grab ability if you expend one use of your mythic power as part your grapple check.

Normal: You can grab and constrict creatures one size smaller than you (or your size, with the Final Embrace feat).

Final Embrace Horror (Combat, Mythic)

Creatures caught in your grasp are struck with mortal terror.

Prerequisite: Str 15, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace; base attack bonus +6.

Benefit: A creature that takes damage from your constrict attack is also frightened until the start of your next turn. If you constrict a non-mythic creature, this effect lasts for a number of rounds equal to one-half your mythic tier (minimum 1 round) after the creature last takes damage from your constrict attack.

Final Embrace Master (Combat, Mythic)

Few survive your devastating constriction.

Prerequisite: Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace, Final Embrace Horror; base attack bonus +9.

Benefit: Double not only the damage dice dealt by your constrict attack, but also any modifiers to that damage, including the bonus gained from the mythic Final Embrace feat. If you roll a natural 20 on any grapple maneuver, you deal triple damage instead of double damage.

Flyby Attack (Mythic)

You are able to avoid counterattacks when swooping swiftly in and out of combat.

Prerequisite: Flyby Attack.

Benefit: When you make a melee attack as part of a Flyby Attack, your movement does not provoke attacks of opportunity from the target of your melee attack. In addition, if you expend one use of your mythic power as a free action at the beginning of your turn, you can move up to twice your fly speed during a round when you use Flyby Attack, rather than being limited to your fly speed.

Hardened Construct (Mythic)

Your substance remains unmarred by most attacks.

Prerequisite: Construct type, damage reduction of any kind.

Benefit: Your damage reduction is increased by 5. In addition, when you take damage that is not affected by damage reduction, you are treated as an object with hardness equal to your damage reduction. Damage from energy attacks is halved before applying this hardness, unless it is damage of a type to which you are vulnerable (such as a wood golem’s vulnerability to fire) or if you are composed of a material that is susceptible to the type of energy in question (GM’s discretion). If you are reduced below one-half your maximum hit points, your hardness is halved.

Hover (Mythic)

The clouds of dust and debris this creature kicks up as it hovers in place can cause blindness and choking.

Prerequisite: Hover.

Benefit: As a standard action which does not provoke an attack of opportunity, the creature can perform a Dirty Trick combat maneuver against all corporeal creatures caught within the 60-foot-radius cloud of dust and debris created when the creature hovers in place. If the combat maneuver succeeds, opponents are blinded for 1 round; if the combat maneuver fails, opponents are instead dazzled for 1 round. As a swift action, the hovering creature can expend one use of mythic power to extend the duration of the blinded or dazzled condition by an additional 1d4 rounds. If the combat maneuver succeeds by 5 or more, creatures within the cloud are also staggered by choking dust for 1 round for every 5 points by which the creature exceeded the DC. Creatures with the air or earth subtype or that do not need to breathe cannot be staggered with this feat.

Hulking Hurler (Combat, Mythic)

You can rip off chunks of anything and throw them with ease.

Prerequisite: Large size or larger, Power Attack, rock throwing special attack.

Benefit: You can use the Power Attack feat in conjunction with your rock throwing special attack, which you may hurl with one hand or two hands. In addition, as a full-round action, you can lift and throw an object up to two sizes smaller than you, using your rock throwing attack.

If no suitably sized object is within reach, you can make a Strength check with a bonus equal to your mythic tier to smash or break a piece off of a large structure, such as a building or tree (DC 25 Strength check) and use it as a thrown rock. Using this feat does not provoke attacks of opportunity.

If you already have a rock in hand, you can make a ranged attack at a target within one increment as a standard action, resolving the attack as a ranged touch attack.

Impaling Charge (Mythic)

You impale opponents on your deadly horns and drive them forcefully across the battlefield.

Prerequisites: Impaling Charge.

Benefit: When you hit an opponent with a gore attack and successfully grapples your opponent as part of a charge, you can continue your movement in the line of the charge after making this attack, moving the grappled opponent with you without impeding your own movement or requiring a separate combat maneuver check (up to the limit of your speed). At the end of your movement, you can place your opponent in any square adjacent to you. If you attempt to place your opponent in a hazardous location, the opponent can attempt to break the grapple as a free action (though the opponent does not receive the usual +4 bonus to its CMB). Additionally, if you move your opponent at least 5 feet, you can expend one use of mythic power as a swift action to automatically render your opponent staggered for a number of rounds equal to one-half your mythic rank or tier.

Impenetrable Damage Reduction (Mythic)

Your ability to withstand blows is beyond compare.

Prerequisite: Damage reduction/─.

Benefit: If you already have DR/─ and you gain DR/epic that is equal to or less than your DR/─, the total value of your damage reduction of the two types stacks and is considered DR/─. In addition, abilities that normally allow an attacker to overcome your damage reduction, whether non-mythic abilities like a paladin’s smite evil or mythic abilities like fleet charge, apply only if your attacker is a mythic creature whose mythic rank or tier equals or exceeds yours or if your attacker is wielding an artifact.

Improved Flight (Mythic)

You are unusually swift and graceful in flight.

Prerequisite: Fly speed, Fly 1 rank.

Benefit: Your fly speed is increased by 20 feet and your maneuverability is improved by one category.

Improved Natural Armor (Mythic)

This creature’s hide is impossibly thick and difficult to pierce.

Prerequisite: Natural armor, Con 17, Improved Natural Armor.

Benefit: This feat increases the natural armor bonus by +1. This stacks with the bonus gained from Improved Natural Armor. In addition, if a creature has selected the Improved Natural Armor feat more than once, the bonus provided by this feat is equal to the number of times the creature has taken the Improved Natural Armor feat.

In addition, a creature with this feat reduces bleed damage by 1, whether that bleed damage is hit point damage, ability damage, or ability drain. If the creature has taken the Improved Natural Armor feat more than once it reduces bleed damage by an amount equal to the number of times it has taken that feat.

Improved Natural Attack (Mythic)

One of this creature’s natural attacks is extraordinarily devastating.

Prerequisite: Base attack bonus +8, Improved Natural Attack.

Benefit: Choose one of the creature’s natural attack forms (not an unarmed strike) that benefits from the non-mythic Improved Natural Attack feat. The damage for this natural attack increases by an additional step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Additionally, as a swift action, the creature can expend one use of mythic power to completely bypass its opponent’s DR with its chosen natural attack. This effect last for a number of rounds equal to the creature’s mythic rank. If an opponent’s DR is greater than 15, the creature does not ignore any of its DR.

Special: A creature can take this feat multiple times. The effects do not stack. Each time the creature takes this feat, it applies to a different non-mythic Improved Natural Attack feat.

Improved Spell Resistance (Mythic)

You shrug off the mightiest of magical effects with ease.

Prerequisite: Improved Spell Resistance, spell resistance as an exceptional ability.

Benefit: Add one-half your mythic tier to your spell resistance against mythic spells and spell-like abilities, and add your full tier to your spell resistance against non-mythic spells and spell-like abilities. This bonus stacks with the bonus from the Improved Spell Resistance feat.

Inescapable Grasp (Combat, Mythic)

It is almost impossible for foes to wriggle free from your grasp.

Prerequisite: Improved Grapple or grab special attack.

Benefit: Your CMD against attempts to escape from your grapple is increased by an amount equal to your mythic tier, whether such attempts are made as a grapple combat maneuver or an Escape Artist skill check. In addition, you can grapple creatures using freedom of movement, though you take a base -20 penalty on combat maneuver checks made to grapple such a target. This penalty is reduced by an amount equal to your mythic tier (if your target is a mythic creature or is using mythic freedom of movement) or by twice your mythic tier otherwise.

Jaws of Death (Combat, Mythic)

Your savage jaws bring swift and certain death.

Prerequisite: Huge or larger, Critical Focus, Improved Critical (bite), Weapon Focus (bite), base attack bonus +19.

Benefit: When you confirm a critical hit with your bite attack, you deal an additional 1d6 points of damage, plus 1d6 per size category above Huge. If the target is a non-mythic creature, you can expend one use of your mythic power as a swift action to force that creature to succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) or be instantly killed. This effect does not apply against creatures that are immune to critical hits, and creatures that have a percentage chance to negate critical hits can use that ability to negate this effect.

If the target is a mythic creature, you may expend one or more uses of your mythic power as a swift action on a confirmed critical hit with your bite attack. For each use you expend, you deal Constitution damage equal to one-half your mythic rank. The target can negate this Constitution damage with a successful Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier).

Maximize Spell-like Ability (Mythic)

One of your spell-like abilities redounds with perfected power.

Prerequisite: Maximize Spell-like Ability, 5th mythic rank or tier

Benefit: If the spell-like ability you have chosen to maximize can be used more than three times per day, you can use this feat an additional number of times per day equal to one-third your mythic rank (minimum 1). When you have expended your daily uses of this feat, you may choose to spend two uses of your mythic power as a free action to gain an additional use of the feat.

In addition, by expending two daily uses of this feat, you may maximize a different spell-like ability you possess. This spell-like ability must be one whose spell level does not exceed one-half your caster level (round down) -3. If you cannot use an empowered spell-like ability at least twice per day, you cannot use this ability.

Minotaur’s Charge (Mythic)

The ferocity of this creature’s charge surprises its opponents and sends them reeling.

Prerequisites: Str 20, Improved Bull Rush, Minotaur’s Charge, Power Attack, powerful charge special attack.

Benefit: When the creature hits with a charge attack and successfully performs a bull rush against its opponent, it adds 10 feet to the distance it pushes its opponent, knocks its opponent prone, and dazes its opponent for 1 round. Additionally, as a swift action, the creature can expend one use of mythic power to extend the duration of the dazed effect an additional round.

Multiattack (Mythic)

This creature’s natural weapon attacks possess an unearthly grace and ferocity.

Prerequisite: Multiattack.

Benefit: The creature’s secondary attacks with natural weapons are treated as primary attacks. Additionally, if the creature successfully strikes the same opponent with all of its natural weapon attacks in the same round, it can expend two uses of mythic power as part of the attack to rend its opponent for an additional 1d4 points of damage for each mythic rank the attacking creature possesses.

Normal: Without this mythic feat, the creature’s secondary attacks with natural weapons take a –2 penalty.

Multiweapon Fighting (Mythic)

This multi-armed creature is skilled at making attacks and confounding its foes with its multiple weapons.

Prerequisites: Multiweapon Fighting.

Benefit: The creature’s penalties for fighting with multiple weapons are no longer reduced with the primary hand and only take a –2 penalty with off hands. Additionally, if the creature successfully strikes the same opponent with at least two weapon attacks in the same round, the attacking creature can expend one use of mythic power as part of the attack to make a disarm or sunder attempt against the opponent (with a +8 bonus to the attacking creature’s CMB) as a free action that does not provoke an attack of opportunity.

Normal: A creature without this mythic feat takes a –2 penalty on attacks made with its primary hand and a –6 penalty on attacks made with all of its off hands.

Negation Breath (Mythic)

Your enchanted breath leaches and unravels enchantments wherever it strikes.

Prerequisite: Con 19, breath weapon special attack, spell resistance 19, Spellcraft 10 ranks.

Benefit: Creatures that fail their saving throw against your breath weapon take a penalty on caster level checks and concentration checks equal to your mythic rank for 1 minute. In addition, if you expend one use of your mythic power as a free action when using your breath weapon it functions as an area dispel, as per greater dispel magic, treating your Hit Dice as your caster level. You may also choose to affect one or more creatures or objects within the area of your breath as a targeted dispel by expending one use of mythic power per target.

Nightmare Fuel (Mythic)

The terror you inspire in others leads to lingering mental disturbance.

Prerequisite: Intimidate 9 ranks or frightful presence or horrific appearance (qlippoth) special quality.

Benefit: Whenever you affect a creature with a confusion, fear, or insanity effect, including demoralizing a creature with a successful Intimidate check, that creature becomes more susceptible to effects that unbalance its mind or pull it down into slumber. As long as that effect lasts, the creature takes a penalty equal to one-half your mythic tier (minimum -1) on saving throws against confusion, fear, or insanity effects. This penalty does not stack with itself, and if multiple such effects affect a creature the penalty remains until all such effects are removed.

When you affect a creature with a confusion, fear, or insanity effect, you may spend one use of your mythic power to also affect that target with a nightmare (Will DC 10 + 1/2 your character level + your Charisma modifier + 1/2 your mythic tier), with a caster level equal to your mythic tier. If you can use nightmare as a spell or spell-like ability, you add your mythic tier to your caster level when casting it in this way, and you can expend two uses of your mythic power to create a mythic nightmare, though you may not augment the spell.

Special: A qlippoth can use this feat in conjunction with its horrific appearance special quality, regardless of whether it is a confusion, fear, or insanity effect.

Overwhelming Breath (Mythic)

Your breath is an onrushing torrent of surging power that bowls over your enemies.

Prerequisite: Con 19, breath weapon special attack.

Benefit: Creatures that fail their save against your breath weapon are knocked prone regardless of whether you successfully bull rush them. In addition, if you expend one use of your mythic power as a free action when you use your breath weapon, you also make a combat maneuver check to bull rush, applying the result against the CMD of every creature within the area of your breath regardless of whether their save is successful. A successful check forces a creature backwards by 5 feet, plus 5 feet for every 5 points by which your check exceeded its CMD. This forced movement occurs after creatures have been damaged or otherwise affected by your breath weapon and can push a creature out of the breath weapon’s area of effect.

Powerful Flyer (Mythic)

Your mighty muscles propel you through the skies with unstoppable force.

Prerequisite: Str 15, fly speed.

Benefit: You add one-half your Strength modifier on all Fly checks, or your full Strength modifier on Fly checks made to avoid being checked or blown away by strong winds or plummeting to the ground after a collision. You can rise at full speed when climbing at an angle of up to 45 degrees, and at half speed when climbing straight up. When flying, you gain a bonus equal to one-half your mythic rank or tier on combat maneuver checks made to bull rush, drag, or overrun and to your combat maneuver defense against those maneuvers.

Programmable Construct (Mythic)

You are programmed with tricks most mindless minions cannot master.

Prerequisite: Construct type, mindless.

Benefit: Your master programmed you with a bonus non-mythic feat, plus one additional non-mythic feat per 10 Hit Dice you possess. The construct must meet prerequisites for the chosen feats, though the bonus feats gained from this feat can be used to supply a feat and its prerequisite simultaneously.

The chosen feat(s) must function automatically, without requiring decisions to be made in how to apply the feat. A feat that you simply choose to use or not use (such as Power Attack) is always used. A combat feat that requires a standard action to use (such as Cleave or Vital Strike) is always and only used when the construct can only use a standard action to attack. A construct with multiple attacks will use the full attack action instead if it is able to do so.

A creature with the Craft Construct feat can alter a programmed feat with one day of work and 1,000 gp of materials, with a Spellcraft DC equal to 10 plus the construct’s Hit Dice plus its mythic rank. The construct must be under the creature’s control or helpless during this time. If the creature has the Mythic Craft Construct feat, it may add its mythic rank or tier on this Spellcraft check. If the creature using Craft Construct to program a different feat does not have that feat, or have an assistant present with that feat during programming, the Spellcraft DC is increased by 5 for each missing feat. You cannot reprogram a feat that serves as a prerequisite for another feat.

Quick Awesome Blow (Combat, Mythic)

You can send foes flying with careless ease.

Prerequisite: Awesome Blow, base attack bonus +11.

Benefit: On your turn, you can perform a single awesome blow combat maneuver in place of one of your melee attacks. You must chose the melee attack with the highest base attack bonus to make the awesome blow.

Normal: An awesome blow combat maneuver is a standard action.

Quicken Spell-like Ability (Mythic)

You can trigger one of your spell-like abilities with but a thought.

Prerequisite: Quicken Spell-like Ability, 5th mythic rank or tier

Benefit: If the spell-like ability you have chosen to quicken can be used more than three times per day, you can use this feat an additional number of times per day for every 4 mythic ranks or tiers after 1st. When you have expended your daily uses of this feat, you may choose to spend two uses of your mythic power as a free action to gain an additional use of the feat.

In addition, by expending two daily uses of this feat, you may quicken a different spell-like ability you possess. This spell-like ability must be one whose spell level does not exceed one-half your caster level (round down) -4. If you cannot use an empowered spell-like ability at least twice per day, you cannot use this ability.

Resilient Construct (Mythic)

You are exceptionally durable.

Prerequisite: Construct type, Str 13.

Benefit: You add your Strength modifier in place of your Constitution modifier on Fortitude saves. In addition, if you are a Small or larger construct you gain double the normal number of bonus hit points based on your size.

Roaring Breath (Mythic)

You disgorge your breath weapon with a mighty thundering roar.

Prerequisite: Con 19, breath weapon special attack.

Benefit: Any creature that fails its saving throw against your breath weapon is deafened for a number of minutes equal to your age category (or 1d4 minutes, if not a dragon). If you expend one use of your mythic power as a free action when using your breath weapon, it deals an additional 1 point of sonic damage per die of damage it deals (if your breath weapon does not deal hit point damage, this has no effect). In addition, creatures that fail their saving throw against your breath weapon are permanently deafened if they are mythic creatures; non-mythic creatures are also staggered for 1 round times your mythic rank.

Creatures that save are deafened for a number of rounds equal to your mythic rank. This feat has no effect on creatures within an area of magical silence.

Rolling Rock (Combat, Mythic)

You can roll rocks at your enemies with deadly effect.

Prerequisite: Awesome Blow, Awesome Throw, rock throwing special attack.

Benefit: You can roll a boulder along the ground, dealing damage as your rock throwing special attack to all creatures in a 5-foot-wide line whose length is equal to one-half the range increment of your rock throwing attack. Creatures in the boulder’s path can attempt a Reflex save for half damage, with a DC equal to 10 plus your Strength modifier. You can attempt an awesome blow combat maneuver against any creature that fails its Reflex save.

Because your rolling rock loses some momentum with each creature it strikes, any creatures in the line other than the target nearest to you gain a +1 bonus on their saving throw and to their CMD for each creature between themselves and you.

Savage Grip (Combat, Mythic)

Your powerful grip can be deadly.

Prerequisite: Grab special attack, size Large or larger, base attack bonus +9.

Benefit: When you roll a natural 20 on any combat maneuver check to deal damage when grappling with a natural weapon, you deal double damage if the grapple check is successful, and you gain a bonus equal to one-half your mythic rank or tier on combat maneuver checks to maintain your grapple. If you fail a combat maneuver check to maintain your grapple, you can expend one use of your mythic power to reroll the check. You must use the second result even if it is worse than the first.

Special: You can use this feat in place of the Critical Focus feat as a prerequisite for critical feats, though you must still meet other prerequisites for those feats.

Self-Repairing Construct (Mythic)

Your substance is almost impossible to destroy.

Prerequisite: Construct type, mindless.

Benefit: You gain fast healing equal to your mythic rank. In addition, if a critical hit is confirmed against you, you can spend one use of your mythic power as a free action to double your rate of fast healing for a number of rounds equal to your mythic rank after a confirmed critical hit.

If another critical hit is confirmed against you while your fast healing is doubled, you can spend an additional use of your mythic power after each critical hit to increase the rate of your fast healing by an additional multiple.

If you have the fortification ability described in Pathfinder Roleplaying Game Mythic Adventures, you can instead expend one use of your mythic power to automatically negate the critical hit.

If an attack would reduce you to 0 hit points while you have uses of your mythic power remaining, you can expend one or more uses of your mythic power as an immediate action. Each use of mythic power you spend repairs a number of points of damage equal to twice your mythic tier. If this repairs enough damage to bring you back above 0 hit points, you are not destroyed.

Shambling Monolith (Mythic)

You draw up surrounding vegetion to grow to titanic proportions.

Prerequisite: Shambling MonolithDDR

Benefit: When using this feat, you can maintain your increased size for a number of rounds equal to your mythic rank before needing to make Fortitude saves to maintain your increased size, and you add your mythic rank as a bonus on those saving throws. You can use this feat in any terrain except cold and desert, though you can use it in aquatic terrain only where seaweed, kelp, and the like are abundant.

You can expend one use of mythic power to gain the benefit of mythic animal growth while enlarged. You can also expend one use of mythic power to avoid becoming fatigued when you return to normal size.

Special: At the GM’s option, this feat (and its non-mythic version) may be selected by any plant creature with Strength and Constitution of 17 or greater.

Share Breath (Mythic)

You and your allies can share another’s breath above the waves or below them.

Prerequisite: Aquatic or water subtype.

Benefit: As a full-round action, you can imbue an ally with the ability to breathe water. Your ally must remain within 5 feet times your mythic rank or tier. This ability persists until you revoke it as a full-round action or until the creature moves farther from you than the above distance. If the ability ends while that creature is still underwater, it may begin to drown. If you expend one use of your mythic power, you can share this ability with a number of additional allies equal to your mythic rank or tier.

Silent Soarer (Mythic)

You float upon the breezes as swift and silent as a shadow.

Prerequisite: Dex 13, Fly 1 rank, Stealth 1 rank.

Benefit: When flying, you take no penalty on Stealth checks for moving at faster than half speed, and you can use Stealth even when using the charge or run action, albeit with a -10 penalty. You gain a +1 bonus on attack rolls against flat-footed opponents when you are flying, increased to +2 during a surprise round. If you expend one use of your mythic power, you may add your mythic rank or tier to Stealth checks made while flying for 1 hour.

Smashing Stomp (Combat, Mythic)

Your powerful limbs and great mass grind foes underfoot.

Prerequisite: Large or larger size, 2 or more slam attacks or trample special attack.

Benefit: If you strike a creature smaller than you with two or more attacks, it is knocked prone unless it succeeds at a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier). In addition, whenever a creature threatened by you falls prone, you can attempt a combat maneuver check against that target as an immediate action. If successful, the target is pinned under you as long as you do not move away, though you must make a combat maneuver check as a swift action each round to maintain the pin. If the pinned creature does not escape the pin, it takes bludgeoning damage equal to your slam damage each round at the end of its turn. Your combat maneuver checks made while using this feat do not provoke attacks of opportunity.

Snatch (Mythic)

This creature’s crushing grip mangles its prey and renders it defenseless.

Prerequisite: Snatch.

Benefits: A creature with this feat can expend one use of mythic power as a swift action when making a grapple check. If the combat maneuver check succeeds, the target is automatically pinned instead of grappled, and its penalty to AC is increased by an amount equal to the creature’s mythic rank for as long as it remains grappled or pinned.

Sow Terror (Mythic)

This devious creature is a virtuoso at instilling its prey with ever increasing, and eventually incapacitating, dread.

Prerequisite: Sow Terror, Stealthy.

Benefit: Creatures failing their saving throw against this feat are cowering for 1 round, after which they are shaken for an additional 2d4 rounds. Additionally, as a swift action, the creature can expend one use of mythic power to extend the duration of the cowering effect an additional round and add its mythic rank to the number of rounds the creature remains shaken.

Stampeding Charge (Combat, Mythic)

You charge in a tangled stampede of thundering feet and hooves.

Prerequisites: Powerful charge or stampede special attack.

Benefit: Allied creatures of your size or smaller do not interfere with your ability to use the charge action even if they occupy a space in the direct path of your charge attack. In addition, your charge attacks are particularly effective in conjunction with the charges of allies. As a result, if you charge a creature that has been the target of an ally’s charge attack since the end of your last turn, that target is treated as flanked.

If you have the trample special attack, you can move through the space of allied creatures without damaging them.

Stormstruck Shambler (Mythic)

The storms that savage you only make you stronger.

Prerequisite: Stormstruck ShamblerDDR

Benefit: You take 1d4 points of nonlethal damage rather than taking Constitution damage when using this feat. If you expend one use of mythic power, this feat functions as mythic shocking grasp.

Special: At the GM’s option, this feat (and its non-mythic version) may be selected by any plant creature with Strength and Constitution of 17 or greater.

Stratospheric Soarer (Mythic)

You float high above the earth on near-endless flights through the thin upper atmosphere.

Prerequisite: Fly 5 ranks, Endurance.

Benefit: You are immune to the effects of altitude sickness and environmental damage from cold, severe cold, and extreme cold environments, and you gain a +2 bonus to saving throws against cold effects and effects that cause suffocation. You gain a +1 bonus on attack rolls when you attack a creature from above while flying; this stacks with the bonus gained from the Death from Above feat. In addition, if you expend two uses of your mythic power you can remain flying for up to 8 hours while sleeping; you can activate this ability as an immediate action if you are affected by a magical sleep effect.

Suffocating Strangulation (Mythic)

You crush the breath out of creatures you constrict.

Prerequisite: Suffocating StrangulationDDR.

Benefit: You add one-half your mythic tier to the DC of Concentration checks required to avoid suffocation. You can expend one use of mythic power to gain the smother special attack for a number of rounds equal to your mythic tier.

Suppress Vulnerability (Mythic)

You have inured yourself against the energies that are normally most dangerous to your kind.

Prerequisite: Con 15, vulnerability to at least one kind of energy.

Benefit: You lose your vulnerability against the selected energy type and only take normal damage from effects dealing that type of damage.

Swim-By Attack

You fluid grace allows you to effortlessly combine your actions while moving beneath the waves.

Prerequisite: Swim speed.

Benefit: When you are using a move action to swim, you can take a standard action at any point during your movement; you are not required to complete your move action before using your standard action (or vice versa). You cannot use your standard action to perform a second move (though you can use it to perform other move actions).

Mythic: If you make a melee attack as your standard action while using this feat, your movement does not provoke attacks of opportunity from the creature you attack. In addition, if you spend one use of your mythic power, you can move up to twice your swim speed in addition to your standard action, rather than being limited to your swim speed.

Tremendous Charge (Combat, Mythic)

You charge with earth-shaking power and devastating force.

Prerequisites: Powerful charge special attack.

Benefit: When you make an attack with a natural weapon as part of a charge action, the damage dice of that natural weapon is increased by one die size, as if you were one size larger. This feat also increases the damage die size of special attacks that trigger as part of a charge, such as constrict, powerful charge, rake, and rend, and it also applies to damage from a trample special attack. You gain a +1 bonus to your combat maneuver bonus for any combat maneuver you perform as part of a charge action and to Strength checks made to break an object. If you expend one use of your mythic power as part of a charge action, you increase damage die size by two steps and add a bonus equal to one-half your mythic rank (minimum +1) to your combat maneuver bonus for any combat maneuver or Strength check you perform as part of that charge action.

Vigilant Construct (Mythic)

You were created to keep a careful watch.

Prerequisite: Construct type, mindless.

Benefit: You gain a racial bonus on Perception checks equal to your Hit Dice. In addition, you gain blindsense with a range of 5 feet times your mythic tier.

Wingover (Mythic)

You dart, bank, and swoop through the air with astonishing maneuverability.

Prerequisite: Fly speed, Wingover.

Benefit: Each round, you can turn in flight up to 360 degrees without requiring a Fly check or using any of your movement to turn. Each turn you make is a free action and each turn counts as 90 degrees even if the turn is at an angle less than 90 degrees. You gain a bonus equal to your mythic rank or tier to Acrobatics checks made to move through another creature’s space or through the threatened area of another creature without provoking attacks of opportunity.

In addition, if you spend one use of your mythic power when using the charge action, you may use your Wingover feat to make one or more turns during your charge without interrupting your charge. You gain a +2 dodge bonus to AC against attacks of opportunity provoked by your movement during such a charge.

Wingstorm (Mythic)

The clouds of dust and debris this creature kicks up as it hovers in place can cause temporary or even permanent blindness.

Prerequisite: Str 21, Hover, Fly speed, Large size or larger, creature must have wings.

Benefit: As a full-round action, the creature can create an effect identical to a gust of wind by flapping its wings, though this is an exceptional ability and is not magical. If the creature is larger than size Large, the width of the line of wind created by this effect is increased by 5 feet for each size category above Large, to a maximum of 20 feet wide for a Colossal creature. The save DC against this effect is equal to 1/2 the creature’s Hit Dice plus its Strength modifier.

By spending one use of its mythic power, a creature with this feat can duplicate the effect of a mythic gust of wind, and it may spend two uses of its mythic power to create an augmented mythic gust of wind.

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